If it's near the end of the slider sets as in extra scars and tattoos then that's intentional. Just make sure they look as they do in the pictures and you'll be good
So I've followed the correct steps, choose the "Default" female, load up an .ini and have it laucnched with administrator, when I press run and hover over height, all it does is goes down to torso length and stops, the console then says:
Found window for Dragon's Dogma 2! Please highlight 'Body > Body > Height and do not move the mouse! Waiting for 3 seconds... To stop the app, close the Console window! Changing page - From body to Character Could not find section 'Character' in target attribute file. Character creation complete!
It should all eb the latest versions, I downloaded the character .inis today, and I have the auto silder mod that was updated like 11-12 hours ago, so it should all workd. I am in contact with Mx772 about it now as well
I found the issue. So, this downlaod contains a folder that has a modified female.ini due to the tattoo issue correct? I fear that, with the latest version of the auto slider is causing the issue potentially, as that is the only change I have reversed to cause it to now work.
Thank you for your speedy responce though, helped a lot <3
These are great, loving both of them, I had to do it manually however since my computer is ancient and having lower than 30 fps apparently messed with the auto slider program quite badly and the values don't end up being what they should be. :D
Just as a heads up, for users seeing issues; the new version of auto-sliders has a different formatting. Jawn just needs to update the format of the file and it should work!
I've had this working great before but now when i choose either preset, it just makes my character fat and the sliders wont leave the body menu. The log says its changing sliders for all body parts but nothing happens within the CC. the templates that come with Auto Sliders all work as intended but then they get wonky when i install this mods template files.
The issue you're noticing with muscle characters in DD games often stems from the complexity of accurately portraying well-defined muscles. Achieving realistic muscle definition requires advanced normal mapping techniques, in addition to intricately designed body meshes that highlight individual muscle groups. Unfortunately, many muscle sliders in character customization tools tend to focus solely on overall size rather than accurately defining each muscle group, resulting in less nuanced representations.
In essence, a meticulously crafted body mesh is essential for delineating individual muscle groups and ensuring they respond realistically to movement and various lighting conditions. Without a sufficiently detailed mesh, even the most advanced normal mapping techniques may fall short in accurately portraying muscle definition. Therefore, the development of robust body meshes is crucial for creating lifelike characters with well-defined musculature in these games.
However, striving for an accurate muscle body mesh in third-person games presents its challenges. Detailed meshes can be computationally intensive, impacting performance and potentially leading to issues such as decreased frame rates or increased system requirements. Moreover, in a third-person perspective, the camera distance and angle may vary, making it challenging to maintain consistency in the portrayal of muscle definition across different viewing conditions.
While I do get where you're coming from, I mainly mean how it looks like the shoulders are further back than the torso on side profile, 3/4s view and 3/4s angled looking down on the character. Considering how it was in previous titles, though still pretty expansive for the time, it showed little improvement in this aspect. It seems like the engine they used, despite being better than before, still hasn't fixed this issue.
As for not being defined, I figured they did this since most armors anyway cover a large portion of skin, so all that was really needed was size.
Now I understand, and yeah, I used the rib slider and it just pushes it out the front and not both directions. So, it makes the posture look really weird. Also, the character doesn't stop f*#@ing moving so taking consistent pics of them is rough
40 comments
Found window for Dragon's Dogma 2!
Please highlight 'Body > Body > Height and do not move the mouse!
Waiting for 3 seconds...
To stop the app, close the Console window!
Changing page - From body to Character
Could not find section 'Character' in target attribute file.
Character creation complete!
What am I doing wrong?
Thank you for your speedy responce though, helped a lot <3
Jawn just needs to update the format of the file and it should work!
Tracking here:
https://github.com/Mx772/dragons-dogma-2-auto-character-creator/issues/27
In essence, a meticulously crafted body mesh is essential for delineating individual muscle groups and ensuring they respond realistically to movement and various lighting conditions. Without a sufficiently detailed mesh, even the most advanced normal mapping techniques may fall short in accurately portraying muscle definition. Therefore, the development of robust body meshes is crucial for creating lifelike characters with well-defined musculature in these games.
However, striving for an accurate muscle body mesh in third-person games presents its challenges. Detailed meshes can be computationally intensive, impacting performance and potentially leading to issues such as decreased frame rates or increased system requirements. Moreover, in a third-person perspective, the camera distance and angle may vary, making it challenging to maintain consistency in the portrayal of muscle definition across different viewing conditions.
My ears are bleeding
As for not being defined, I figured they did this since most armors anyway cover a large portion of skin, so all that was really needed was size.